TF2 does not normally provide weapon statistics. When enabled the weaponstats action will fire dumping information about the weapons used during that life, as well as the weapon that killed the player (if tracked).

This is not all that accurate without SDKHooks, and a number of things won't be tracked at all without SDKHooks.

2.0.5 - Stupid me, wasn't paying enough attention, mix and matched some HL log stuff with non-HL log stuff I was fighting with this week from work. player_loadout should now follow the standard when logging.

Thanks
Thanks to Psychonic for the original plugin, the people on IRC for any random questions I may have asked.

Thanks to Tsunami for the building-checking code in TF2 Build Restrictions plugin. Also thanks Packhead, KingJ, HLDS.pl, and WMD Gaming for help testing and reporting feedback.

Don't worry about it, but I will have it stop doing that in the next release.

Quote:

Originally Posted by willy1234x1

Is there a way to log the number of pellets that hit? Since the shotguns have pellets I'd like to parse these stats to figure out how often people are getting meatshots.

Not really. I think even the minigun fires 4 "bullets" per "shot". The game only fires one event that has all bullets in it, as far as I know. But I can see if I can find a way to check that (although it will likely only work with sdkhooks, if I even attempt to put it in the non-sdkhooks code).

Hope this helps someone else... maybe change it to some obscure cvar thats always true? Or just remove it?

Thank you for assuming that I don't know what I'm talking about.

The weaponstats are disabled for a reason when tf_weapon_criticals is disabled. This is because the TF2_CalcIsAttackCritical forward will never be called (because crits are disabled) and thus, no shots will be tracked. That alone isn't a huge issue except that hits will continue to be tracked. If you aggregate data, you will get things like 0 shots, 4,348 hits with (however-you-handle-dividing-by-zero accuracy).